@Jordi and others:
Besides all the new stuff to learn, where - as you said - some stuff is
easier than others (VEX), my main gripe is rendering.
I still try to get some workflow running where I can easily create
Passes/Partitions/overrides like I did in Softimage.
I know it's not the same thing in H, but not being able to quickly
override shaders on top scene level, or in bundles is a huge miss.
It often results in multiple shaders and switches.
There's also Takes, but from what I've read on it most people stay clear
from it. And there's material stylesheets which are a tad over-designed
and not really user friendly imho.
So any workflows people developed on rendering, after starting to use
Houdini, are very much welcome.
cheers!
Rob
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On 22-3-2017 11:36, Jordi Bares wrote:
Yet for the points mentioned, I would have an easier time agreeing with you if indeed I found "some
things to be easier, and others not", whereas beyond what could be associated to "XSI muscle
memory", the sheer quantity or proportions of things that are not not just easier, but considerably
much (much!) easier, makes it hard to just overlook and just "go with it", especially when knowing
how things can be.
Putting aside the fact we have to move out of Softimage sooner or later
(hardware, OS, drivers, freelancers, support, etc… will eventually force us out)
Putting aside those areas Sofimage can’t compete because it does not have the
functionality (heavy duty FX mostly, Terrains, Game integration, etc…)
I would like to focus on those day to day scenarios you feel are not easy in
Houdini, after all we could submit this input to Side Effects.
Is there any particular scenario you feel strongly Softimage is much more
comfortable/easy/convenient?
:-)
jb
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